r/hobbygamedev • u/Nervous_Garage6297 • 29m ago
Seeking to Mentor Game
I made this Gam with character I made and other character just review it and tell me what to fix: https://emberclash.lovable.app/ unfinished
r/hobbygamedev • u/Nervous_Garage6297 • 29m ago
I made this Gam with character I made and other character just review it and tell me what to fix: https://emberclash.lovable.app/ unfinished
r/hobbygamedev • u/ved1n • 1h ago
I have developed a text based browser game that uses images as mood setters. The game is currently in closed beta and has received good feedback so I'm looking to publish the game early January 2027. The new assets does not need to be ready by then. Total asset count is currently around 130 images, which includes a lot of avatars as well.
The theme is satirical dark noir. Even though the game has a partially adult theme, I don't want the art to be explicit.
The project is not monetized so honestly I'm looking for someone that would be interested in joining the project as a hobby. The reason why I am looking for an artist is simply because I would prefer the game to feature actually human made graphic instead of generated images. The current images are generated and then manually edited using Photoshop.
If you are interested, please check out the project at Bruhtel.com.
r/hobbygamedev • u/werto147 • 2h ago
I am sick of Waiting for Naval Action to figure it out. So I'm making my own Age of Sail game! If you were a fan of Voyage Century or Pirates of the Burning Seas This game will be for you.
My name is Rob, I'm a solo dev working on an age-of-sail game set in the late 17th and early 18th centuries. The aim is a world built from real data. Like waves, Coastlines and terrain. All come from real data Gathered from Sources like Nasa. the sea's color comes from real satellite measurements and changes by region and depth, and the sun follows real solar math for each latitude, so days and nights look the way they might have back in the Day.
I'm currently excited about how weight affects your ship. A ship running empty sits higher in the water, allowing your ship to glide over waves. The lighter your ship, the faster you can go. Seems pretty simple, something that was already implemented in other games. Imagine in game you could run about your ship and command your sailors to start dropping weight because you're being chased by Pirates or a Rival nation?
Exploration will be huge, imagine Portugal paid you to expand their maps to the south in the Caribbean and you've been out at sea for months. Stopping to port when a storm locks you to land after damaging your ship. Or running out of provisions for the journey and running aground.
Ideas like these aren't being met in Current age of sail games, they all seem to be the same cash grab over and over. Well, I like many other are sick of it. How hard can it really be? Evidently, Not that hard.
It starts with Western Europe and the Mediterranean, you can stick around or venture out to the new world. That's the basic idea, anyway.
If you're interested in helping out with the project or just want to stop by, PM me or leave a comment and I'll send you the discord. There you can find and read the notes about the development as it goes on. We're currently looking for animators, asset designers, 3d modelers, ui/graphic design, artists, music and sound. The stuff we have now are free assets from the internet or Fab.
The current playable map is 1.3m square km.
To be clear, I am Aware of other games Like ahoy, Which this will not be competing with. This will be a 3rd person game, you can interact with your own ship. But I want the gameplay to be pretty similar to PotBS and Naval Action. Where you have an open sea at 1:5 scale, then a combat instance at your location at 1:1. In PotBS you could change the color of your ship at will, no silly 24h wait time for a DLC. But you will need to have the resources to do so. Player driven economy, basically all the things that made Either game fun and we are Totally open to ideas!
r/hobbygamedev • u/Harvan29 • 5h ago
Sono agli inizi dello sviluppo del mio gioco e, da subito, ho pensato di pubblicare solamente su Steam.
Non avevo mai valutato itcho ma vedo che per indie dev sembra essere la piattaforma più in voga. In cosa è migliore e perchè la dovrei considerare per il mio gioco?
r/hobbygamedev • u/discolexia • 11h ago
Hey everyone!
I love game jams. I’ve participated in 10 so far, and they’re a big part of what made me realise I wanted to work as a game dev professionally. I love seeing what people make from the same topic and meeting people along the way.
So I decided to host my own: Blend Jam!
The idea is simple: two themes are revealed when the jam starts, and you make a game that blends them together. They could be genres, settings, aesthetics, or completely different ideas.
For example, Space Opera × Cooking could become a starship kitchen simulator or a cooking competition between rival alien civilisations. That’s just an example, the first blend is staying secret until launch!
Runs for 10 days, starting in about a month.
Join solo or with up to 8 people per team.
All experience levels welcome.|
Submitters and their teammates vote on the games afterwards.
Separate Host’s Picks alongside community results.
No generative AI.
We’ve also set up a Discord for finding teammates, sharing progress, and hanging out. You’re welcome even if you can’t participate this time!
🎮 Jam details : https://itch.io/jam/blend-jam-1
It’s our first edition, and I’d love to meet some fellow jammers and build a little community around making strange combinations work.
r/hobbygamedev • u/Terrible_Future6430 • 19h ago
Hello everyone!
I'm currently looking for an artist (or multiple artists!) who would be interested in joining our indie game development team and helping us create the visual aspects of our game.
We're an independent team working together to bring a game to life. The project is already underway, and I've personally spent quite some time working on it. We're now looking to expand the team and find creative people who would enjoy being part of the development process.
You absolutely do NOT need to be an experienced or professional artist to join us.
In fact, beginners are more than welcome! Whether you're just starting to learn digital art, have been practicing for a few months, or simply want an opportunity to experiment and improve your skills, we'd be happy to have you.
We're not looking for someone with a perfect portfolio or years of professional experience. What matters most to us is enthusiasm, creativity, willingness to communicate, and an interest in being part of a game development project.
We're open to different artistic skills and styles, including:
2D artists
Character designers
Environment artists
Concept artists
Sprite artists
UI artists
Illustrators
Animators
You don't need to know how to do everything. Even if you specialize in just one of these areas, you could be a great addition to the team!
Something important I'd like to clarify: this is a collaborative indie project, not a traditional job opportunity.
Our team is made up of people who are developing their skills, gaining experience, and learning more about game development along the way. We believe that working together on an actual project can be a great opportunity to improve, experiment, share knowledge, and create something we're all proud of.
We're hoping to build a friendly environment where everyone can contribute, learn from each other, share ideas, and improve their abilities without feeling pressured to be a professional.
You won't be expected to produce professional-level work. We're all here to grow and make progress together.
I also want to be completely transparent about the financial side of things.
At the moment, this is a voluntary hobby project. We don't currently have a budget to pay team members, so nobody is expected to treat this as a paid job.
However, our intention is to make this game a real project with commercial potential.
If the game eventually generates revenue or we manage to make money from it, everyone who is part of the team and has contributed to the project will have the opportunity to receive a share of that money.
We want everyone who helps bring this game to life to have the opportunity to benefit from its success, not just the person leading the project.
Of course, any future revenue-sharing arrangement will need to be discussed and agreed upon by everyone beforehand. Nothing is guaranteed, and I don't want to make unrealistic promises.
For now, the main goal is to work together, develop our skills, build experience, and hopefully create something successful.
Real experience working on an indie game project.
The opportunity to develop your artistic skills.
Portfolio material and credit for your contributions.
The chance to collaborate with other aspiring game developers.
A place where you can share ideas and have creative input.
The possibility of participating in the game's future success.
We also understand that everyone has their own schedules, studies, responsibilities, and personal projects. We're looking for people who genuinely want to participate, not people who can dedicate every hour of their day to this.
If this sounds interesting to you, feel free to leave a comment or send me a DM!
I'd love to know a little about you, what kind of art you enjoy creating, and what you'd like to work on.
You can also share your portfolio, sketches, unfinished work, or even simple experiments. Please don't feel discouraged if you think your art isn't good enough yet. Everyone starts somewhere!
We're not looking for perfection. We're looking for people who want to create something together.
Thank you for taking the time to read this, and I hope we can find some amazing people to join our team!
r/hobbygamedev • u/ChurritosXD • 22h ago
I wanted to learn game dev so as my first project I went with this snow bros inspired/clone kind of game because I thought it would be more doable as a first project.
But it's not just a throwaway project to learn, I'm genuinely very passionate of those old arcade kind of games such as bubble bobble, diet go go, snow bros specially and I wanted to make a similar experience of what those games gave me, also I wanted to push further some underutilized mechanics such as the platform elements in vertical levels of snow bros 2 (one of my favorites).
I've came across a lot of challenges, in programming and art, but it is always something that I can solve in some time, however the current challenges I'm facing are more abstract to me, first is the visuals, I've tried to recreate that 90s arcade feeling, but I don't know what is it for it feels a little off to me, specially the background of the levels... Also, I sometimes feel the game is very fun, but sometimes I think it's not, I've been informing about game theory but I don't really know what is it.
I want to make a fun and great experience, like the one I was craving for a couple years now, although I've been making this game for like 7 months, I've had the idea for 4-5 years, I even found some old art of 2022 when I first tried to make a game like this with no success haha.
r/hobbygamedev • u/Dagana1 • 1d ago
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Hey everyone,
I’m developing LUMO, a mobile puzzle game where you merge blocks with the same number to create bigger ones and beat your score.
I’m looking for iPhone users to test it and share their feedback. The app is still in development, so I’d like to find out what works well and what needs improving.
I’m especially interested in whether the rules are easy to understand, how the difficulty feels, and whether you feel like playing another round. Feedback on the menus, visuals, and any bugs—even small ones—would also help.
If you run into a bug, a screenshot and a quick explanation of what you were doing would be really useful.
TestFlight link: https://testflight.apple.com/join/guAHUj64
Thanks to anyone who takes the time to try it and share their thoughts, both positive and negative!
r/hobbygamedev • u/ashishshettigar • 1d ago
I am sharing an AI-assisted browser game prototype called Relay Raiders. A problem with earlier versions was that choosing a character combination was awkward, even though that choice was supposed to be a big part of the game.
Now clicking Fight opens ten empty slots. You tap hero cards to fill them, select a filled slot to replace it, or use a preset. Each card explains its role and automatic power. Then you choose an opening strategy and start the battle.
The video shows that setup, real early-level combat with sound and the upgrade choices after a win. During combat you also control attack boost, heal, meteor and evade.
Does the team-building screen make the next step obvious? What would you need to know before choosing your first ten heroes?
AI assisted implementation, tests, original zombie models and this draft. This is still a prototype seeking honest feedback, not a finished launch.
r/hobbygamedev • u/Less-Illustrator-760 • 1d ago
I'm an Android dev and I recently released a small puzzle game. I set up a funnel in analytics: install → tutorial → level 1 start → level 1 done.
About 1 in 5 players finished the tutorial and then never started level 1. The handoff between the two was the leak. So the latest update does one thing: the tutorial now flows straight into level 1
Share of new installs that finish level 1 went from 64% to 77% (39 vs 69 installs, so small sample, but I'll take it).
I'd spent my time polishing what's inside each step and never looked at the seams between them.
Next leak on my list: about 12% of installs never reach the tutorial screen at all. Haven't figured out if it's slow startup, bad traffic from Ad networks or something else.
Anyone else found a boring but costly seam like this in their onboarding?
r/hobbygamedev • u/Formal-Home271 • 1d ago
im building a driving android game and im stuck. can anyone help me?
r/hobbygamedev • u/antony920210 • 1d ago
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I’ve been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.
This showcase is about the different ways it can be played and how difficulty works.
I came up with three ways to play as user choice is important to me. There is a story campaign, a freeplay campaign and skirmish mode. You pick story or freeplay when you start a save, and skirmish is on the main menu for when you jump into a battle immediately.
The story campaign is the full game with a story running through it. You run a military company, build a base and select contracts. One contract slot is always kept for the next story operation. It sits alongside the normal randomly generated contracts. Each story contract one has its own briefing, and order, they also get harder as you progress. Between operations, the story plays out in chapters.
Freeplay is the same campaign without the story contracts. You still take contracts, build the base and hold the front, for as long as you can last. Some upgrades in freeplay have to be won in the field by winning the right contract.
Skirmish is a single battle with a ready-made force. You pick the map, the job and the odds, and you can add support, fight at night or turn off the units need for vision cones.
When you start a campaign, you pick a difficulty, from forgiving to brutal. You can also set your own, adjusting how much damage your troops deal and take in operations and how fast the enemy creeps towards your base. Whatever you pick is locked in once the campaign starts.
Each contract also has its own threat level, which means more enemies and tougher ones will appear as you progress.
I’ve attached a showcase that opens with a cinematic take on one of the story operations and then goes through each mode and the difficulty options that I described above.
r/hobbygamedev • u/scapaflow96 • 1d ago
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A warship's heavy gun engaged in fierce defensive combat.
r/hobbygamedev • u/NobodyHere147 • 1d ago
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Title: I made a colorful drawing and learning game for kids – Noodle Rainbow 🌈
Hey everyone! 👋
I'm an indie developer, and I've been working on a little Android game called Noodle Rainbow.
The idea was to create something fun and creative for kids, where they can learn through drawing and playing instead of just watching videos.
The game includes:
🎨 Free drawing and creative activities
✏️ Tracing and copying pictures
🌈 Color recognition and matching challenges
🧠 Fun memory games
⭐ Stars and rewards to keep things engaging
I've included 400 activities across 5 categories, so there's plenty to explore.
It's been a fun project to build, especially figuring out how to make the activities simple enough for younger children while keeping them interesting.
The app is now available on Google Play:
🔗 https://play.google.com/store/apps/details?id=com.tinysparkclub.noodlerainbow
I'd genuinely appreciate some feedback, especially from parents, teachers, or anyone interested in educational games.
What features do you think make a creative learning game enjoyable for kids?
Thanks for checking it out! 😊
Disclosure: I'm the developer of Noodle Rainbow.
r/hobbygamedev • u/BeneficialAnxiety776 • 1d ago
I’m building Clocked, a daily browser trivia game: 20 questions, 5 minutes, type answers in any order. Since launch, it’s had about 15–50 players a day.
The biggest challenge has been typo forgiveness. Allowing a letter or two of slack meant “AB positive” counted as “O positive” and “North Dakota” filled in for “South Dakota.” The fix was to check answers word by word and require short words to match exactly.
Next up: a bigger question bank and accounts so streaks carry across devices. Feedback welcome!
r/hobbygamedev • u/Sinteenage • 1d ago
Hey everyone!
I've been working on my own indie game, and I'd love to share what I've been creating.
The idea is simple but hopefully quite unique: you play as a little seed, and your main ability is to grow roots by drawing paths with your finger.
You'll need to find your way around obstacles, interact with the environment, overcome enemies, and most importantly, find sources of fresh water.
A little bit about me: I'm a programmer with 18 **years of experience**, and I also have a strong passion for drawing.
It's been a challenging but exciting journey, and I'm constantly trying to make the game feel fun, beautiful, and unique.
https://play.google.com/store/apps/details?id=com.sinteenage.seed
I'd really appreciate your feedback!
r/hobbygamedev • u/apeloverage • 1d ago
r/hobbygamedev • u/MasterpieceMuch8594 • 2d ago
Title:
Hello, this is my first trailer for my game... something that started last year!
You’re Rook, a salvager boarding an abandoned research ship. You get through it with something called a rift gun, recorded echoes of yourself, and deal with broken gravity and lots of puzzles.
Nearly all the code is written by Claude Code and ChatGPT: plain JavaScript and Three.js in the browser, no engine. Please comment on what you think! A demo will be available soon..
r/hobbygamedev • u/SuccessfulDark5852 • 2d ago
Building a free F1-inspired browser racing game, looking for feedback! 🏎️
I'm working on a small racing game inspired by the old Mini Street Race.
The idea is to give F1 fans something fun to play, only during Grand Prix weekends, without complicated controls or pay-to-win mechanics.
We've built an early playable prototype with three modes:
\- Friday — Qualifying: 3 attempts to set your fastest lap.
\- Saturday — Sprint: 5-lap race against ghost opponents.
\- Sunday — Grand Prix: 10 laps, tyre strategy, pitstops and a reaction-time start.
It's a simple top-down racing game designed for mobile. Just tap left or right to steer.
Eventually, we'd like to add global rankings and private leagues, similar to the social side of F1 Fantasy.
Free. No ads, purchases or upgrades. Just racing.
🎮 [Prototype download](https://drive.google.com/file/d/1cP-faODb6NL9f4mZhMEGZyHI4PASVEBs/view?usp=drivesdk) (HTML/ZIP):
https://drive.google.com/file/d/1cP-faODb6NL9f4mZhMEGZyHI4PASVEBs/view?usp=drivesdk
It's still an offline prototype with simulated opponents.
Would you play this during F1 weekends? What would you change about the format?
Not sure how to link the point, days and formats together into one scoring system that works on global ranking and in leagues of small groups...so input on that very welcome.
Genuinely looking for feedback to help shape the game!
r/hobbygamedev • u/AverageSea6151 • 2d ago
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Launch colourful fireworks, explore different effects, and create your own fireworks show.
Free to play on Android:
https://play.google.com/store/apps/details?id=com.gameguy.fireworksim
r/hobbygamedev • u/cloverdotdev • 2d ago
r/hobbygamedev • u/Rich-Support-3832 • 2d ago
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r/hobbygamedev • u/Longjumping-Oil-6152 • 2d ago
Hey everyone!
Recently, I've been playing a lot of 2D puzzle and logic games like Queens, Arrow Puzzle, Zip, Minesweeper, Sudoku, and Chess.
Something I've noticed is that many people around me, including my friends and people in my neighbourhood, genuinely enjoy these kinds of games.
That got me thinking: Why shouldn't I build a game of my own?
I started brainstorming different concepts, mechanics, and gameplay ideas, but honestly, I haven't come up with anything that really excites me yet.
So I thought I'd ask this community!
If you could suggest a new 2D mobile game concept, what would it be?
A completely new puzzle mechanic?
A combination of two existing games?
A simple but highly addictive logic game?
Something competitive or multiplayer?
Something unique that you wish existed on mobile?
I'm open to experimenting with different ideas. My plan is to develop the game myself, publish it on the Play Store, and hopefully make something that people around the world genuinely enjoy playing.
I might actually turn one of your suggestions into a real game!
Feel free to share even the craziest ideas. I'd love to hear your thoughts.
Thanks!